Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Ghore, The ChameleonView game page

All the colors are lost, its mission is to bring them back to the world.
Submitted by zed9h, ricardohbin — 6 hours, 47 minutes before the deadline
Add to collection

Play game

Ghore, The Chameleon's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#33.1625.000
Presentation#52.8464.500
Overall#52.9254.625
Fun#52.8464.500
Use Of The Limitation#62.8464.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is this a revived project or a new one?

2.Made from scratch.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit) (+1)

Fellow jammer here (I made Gravity Core). I really have to hand it to you - this is the most ambitious entry in the jam. The live-updating map pipeline is the kind of tooling trick that makes me jealous; it shows in how big and connected the world feels.


The color mechanic is the star: starting grayscale and watching the world bloom after each boss is a strong hook, and tying each color to a new power/map access is smart design. I grabbed the macOS build and it ran smoothly on Metal - though the web version really struggled on my machine (Bevy WASM with this many entities is a beast, so no judgment there; the native build is the way).


I'll echo Sampesss on the small black spiders on black background - your apology in the comments was heard, ha. A faint outline or a slightly lighter ground tone near them would fix it without hurting the look.


11 bosses and a map this size in 72 hours is just showing off. Good luck with the rest of voting!

Developer(+1)

Yeah... it was definitely a struggle to get the WASM build running reasonably well on Windows Chrome, and we haven't optimized it for macOS browsers. On the bright side, all that optimization for the web build made the desktop versions super efficient.

I’ve already improved the contrast on those dark mobs along with a bunch of other tweaks, but right now I can only build for Web and Windows, and I'm trying to avoid pushing more fixes during the voting period. 

Once my colleague gets back from vacation, we’ll likely drop an update with all these changes... we're actually thinking about trying to make a complete game out of it.

Submitted(+2)

If it really made for 3 days by 2 people its impressive.

I was play in it around 1.5 hours and i think collect all colors, for me its best submission on this jam.
It remember me Hollow Knight.
I almost rage quit after 15 fall damage dies.

10 small black spiders on black background out of 10!

Developer (7 edits) (+1)

72 hours felt like an eternity compared to the 8-hour project we wrapped up a few days ago: Room 1313.

We used a similar setup for both, directing Claude Opus 5.5 (Pro subscription, nothing too fancy) to generate the images and animations. But for this game, I added something special: I sketched out the whole map and hooked up a pipeline to push live updates directly into the running game. Live-updating the map on the fly was the secret sauce that let us pull off such a huge world in so little time.

This is the one of the first sketches of the world map (spoilers, of course)

PS: Sorry about those spiders! We'll figure out a good contrast fix for them at some point :}